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1.3.5 - En développement siège de capi 100% rvr

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***Please do not quote this entire post http://forums.warhammeronline.com/i/smilies/16x16_smiley-happy.gif ***

In version 1.3.5, both Contested Altdorf and Contested Inevitable City will be receiving a massive overhaul. The endgame content for the Campaign will now be 100% RvR-driven. This write-up of changes is for you, the player, to ask questions, voice concerns, or otherwise offer any feedback that you may have on the matter.

General Information


  • City sieges will now be a 24 versus 24 battle.
  • City sieges will now last a maximum of 2 hours.
  • All PVE instances within the Contested city have been disabled
  • Defenders and Invaders will both have a chance at obtaining some of the best items available in the game, including Sovereign equipment!
  • As a similar direction taken with the Scenario rewards, players will be awarded for their effort at the conclusion of each stage. The winning Realm will have a PQ chest drop - those who win the roll on a PQ chest will have to make a conscious decision as to what they want from the PQ bag. All other players in both the winning and losing Realms will have Crests placed directly into his or her inventory, with the losing Realm's based upon how well they performed during the Stage.
  • The winning Realm of any Stage will receive a Scenario Insignia.
  • Players will be forcibly placed within a Warband upon entering a City instance equipped with an instance-specific chat channel. Manipulation of looting rules will be disabled.
  • Players will be resurrected in 30 second waves unless resurrected by another player.
  • A scoreboard is accessible within a Contested City by clicking on the mini-map icon. (PLEASE NOTE: This feature will not be present in 1.3.5 but is to be added in a later version)
  • Players present at the conclusion of any Stage within the Contested City will have a reward lockout timer applied to their character. This reward lockout timer will force a character to opt out of PQ loot for that specific Stage for the duration of the timer. You are still able to participate in a Contested City battle even if you have a reward lockout applied to your character and will be rewarded with spoils in the form of Crests in lieu of standard rewards.
  • Players exiting the Contested City after the setup phase will have all three Stages' reward lockout timers applied to their character. This is to discourage players from leaving a Contested City battle mid-way through if it appears his or her Realm is going to lose.
  • Players will respawn at the nearest point that is controlled by their Realm during Stages 1 & 2 unless the closest point in the initial entrance location.

Stage 1


  • Setup Phase: 5 Minutes
  • Duration: 15 Minutes (Maximum: 45 Minutes… details included in the description)
  • Invader's Win Condition: Breach the Palace Gates
  • Defender's Win Condition: Hold Out (until the timer expires)
  • Reward Lockout Duration: Approximately 20 Hours

Description:

When a city battle begins, both Realms will be locked within a gated area for 5 minutes in order to allow both Realms to gather reinforcements. During this time, players will be addressed by their Realm leader who is also present within the battle. Just to visualize the idea, here are the two Realm leader parties:

http://mythicmktg.fileburst.net/war/us/home/images/community/Altdorf_Tcharzanek.JPG http://mythicmktg.fileburst.net/war/us/home/images/community/InevitableCity_KarlFranz.JPG

There will be six, chained control points that are represented by familiar locations within the cities. Points will be clearly identified on the map as to what Realm currently has control and whether or not the point is vulnerable to attack. Here are the two city maps with the new control points:

http://mythicmktg.fileburst.net/war/us/home/images/community/Altdorf_CapturePoints.JPG http://mythicmktg.fileburst.net/war/us/home/images/community/InevitableCity_CapturePoints.JPG

Control points will be locked and impossible to be captured unless a connecting point has been taken by the invading forces. In the images below, connections that have the same line color represent the options within the required progression path in order to siege the gates of the defender's palace:

http://mythicmktg.fileburst.net/war/us/home/images/community/Altdorf_ConnectingPoints.JPG http://mythicmktg.fileburst.net/war/us/home/images/community/InevitableCity_ConnectingPoints.JPG

Defenders may not recapture points in this stage. Capturing a point increases the duration of the stage by five minutes.

The act of capturing a point is not directly done by players (e.g. there is no proximity bar or interaction with a flag). A point controlled by the defenders will be outfitted with siege equipment. Destroying all the siege equipment will cause the point to become vulnerable. Once vulnerable, the invading Realm will have an NPC sapper that spawns and makes its way toward the location. Here are the sapper NPCs:

http://mythicmktg.fileburst.net/war/us/herald/images/community/Sappers.JPG

As you can see from the images, the sapper NPCs are easily spotted as they both have the familiar RvR "Glow Beam" to distinguish their Realm and location.

The invading Realm must escort this sapper to ensure that he detonates the location and thus claiming the point for the invaders. The sapper can be stunned, rooted, snared as well as being able to be healed by allied players. If the sapper dies then another will respawn shortly and this process will continue until the overall stage timer elapses or the sapper successfully captures the point. Sappers are equipped with the Greater Ward.

This capture process continues throughout this stage until the invading Realm controls one of two points closest to the palace gates. Using Altdorf as an example, this would be the North Dock and the Library. Once the North Dock is controlled by Destruction, reinforcements will arrive by ship in the shape of escorted siege equipment (Goblins with Rock Lobbas). These NPCs will need to be kept alive as they unleash assaults against the palace gates. Players are incapable of harming the palace gates directly and must be done through the usage of these NPCs. Alternatively, controlling the Library will allow the summoning forth of a Lord of Change that will cause massive siege damage to the palace gates.

The moment the palace gates are breached, a two minute timer will occur which is time to allow for the PQ loot window to select winners and such. Since I know that losing Realm will be doing anything they can possibly think of to interfere with the PQ chest looting… we have a fun plan in place to deter players from that behavior http://forums.warhammeronline.com/i/smilies/16x16_smiley-happy.gif

Stage 2


  • Duration: 30 Minutes
  • Invader's Win Condition: Escort Either Allied Warlord to the Palace Gates or Defeat Enemy Warlords
  • Defender's Win Condition: Escort Either Allied Warlord to the Palace Gates or Defeat Enemy Warlords
  • Reward Lockout Duration: Approximately 44 Hours

During this stage, both the invaders and defenders will have their two Warlords taken to the field; akin to a game of chess to bring out the rooks after the pawns have done their damage. For the defenders, these Warlords are the only method for recapturing points lost during Stage 1. Invading Warlords cannot capture points in this Stage.

After spawning, each Warlord will make its way through capture points along their two unique paths to the enemy gates. Upon reaching a capture point controlled by the invading enemy, a defending Warlord will begin its recapture actions and will successfully recapture the point within a period of time. Invading Warlords ignore capture point ownership and simply pass through them. Warlords will ignore combat initiated by players and will always press forward toward the enemy gates. Warlords may be healed by allied players and are not immune to any form of damage or crowd control abilities by enemy players. Warlords are equipped with the Superior Ward.

If two Warlords of opposing Realms cross paths, they will stop all previous actions (including recapturing a point) and fight one another until one of them dies.

The moment a Warlord from either Realm reaches the enemy's gates, or at any point in time where both Warlords of a Realm have been defeated, the PQ stage will end and a two minute timer will occur to allow the winning Realm to claim their rewards from the PQ chest.

If the timer on this Stage ever reaches zero, it will be considered a draw. Both Realms will receive rewards based upon their effort as if they lost and no PQ chest will be dropped.

Stage 3


  • Duration: 30 Minutes
  • Invader's Win Condition: Defeat the Enemy King
  • Defender's Win Condition: Defeat the Enemy King
  • Reward Lockout Duration: Approximately 68 Hours

This is the final stage of the 100% RvR-driven city. Depending on which Realm won the previous Stage, this final battle may occur at one of two locations:


  • If Invaders, then within the enemy King's Palace
  • If Defenders, then at the main entrance of the Contested City

Once this Stage begins, all players will be called to the side of their Realm leader (e.g. teleported) and given a brief period to recover from the disorienting effects of teleportation as well as observe the role-play event of their Realm leader. During this role-play event, each Realm leader will select four players and declare them his Champions. Both Kings will be completely immune to all hostile effects so long as any of their respective Champions are alive.

Champions are players blessed with incredible power by their Realm leader. If chosen to be a Champion, you will acquire the following:


  • Equipped with the Monster-Version of the Excelsior Ward (your opponents will hope they have some Wards!)
  • Increases Damage Dealt
  • Increases Healing Done
  • Increases Maximum Health
  • Cannot Guard or be Guarded
  • Reduces Damage Taken from Non-Champion Sources
  • Reduces Healing Received from Non-Champion Sources
  • Receives the stacking buff of Building Reprisal after being the victim of a critical strike. Cannot acquire a Building Reprisal charge more than once every 6 seconds. Stacks to a maximum of 10 times.

  • If Destruction,
    • Receives Temporary Ability: Plead to Tchar'zanek
    • Requests the aid of Tchar'zanek to unleash a devastating tornado of chaos energy at a specified location. Deals X damage immediately at the location and then causes Y damage every second thereafter. Lasts for 20 seconds. Consumes all charges of Building Reprisal on use.
  • If Order,
    • Receives Temporary Ability: Petition to the Emperor
    • Requests the aid of Emperor Karl Franz to unleash a comet of Sigmar at a specified location. Deals X damage immediately at the location and then causes Y damage every second thereafter. Lasts for 20 seconds. Consumes all charges of Building Reprisal on use.

Champions will be chosen at random in a manner where one player of each archetype is selected:


  • Tank (Black Orc, Chosen, Blackguard, Ironbreaker, Knight of the Blazing Sun, and Swordmaster)
  • Healer (Shaman, Zealot, Disciple of Khaine, Runepriest, Warrior Priest, and Archmage)
  • Melee DPS (Choppa, Marauder, Witch Elf, Slayer, Witch Hunter, and White Lion)
  • Ranged DPS (Squig Herder, Magus, Sorcerer, Bright Wizard, Engineer, and Shadow Warrior)

In addition, while Control Points are no longer able to be captured in this Stage, each Control Point owned by a Realm provides the following additive bonuses to all players of the Realm (including those chosen as Champions):


  • Damage Dealt increased by 2%
  • Healing Done increased by 2%

Once the final Champion of a Realm dies, his or her allied King will become vulnerable to damage. Defeating the enemy King results in a win. When this occurs, defenders will no longer respawn within the Contested city and the surviving King will… clean up the mess http://forums.warhammeronline.com/i/smilies/16x16_smiley-happy.gif

If the timer ever reaches zero, the invading King will call for a retreat. Both Realms will be rewarded for their effort but no PQ chest will be dropped.

There you have it folks - the exciting new changes to the Campaign that is now 100% RvR-driven! As I mentioned at the beginning of this post, please offer any comments, concerns, complaints, etc. as you see fit but please try to remain on topic.

Thanks!

Mike Wyatt
RvR/Content Design Lead
/discuss
Pas encore tout lu, mais d'apres ce que j'ai compris le concept théorique a l'air sympa.
Apres, actuellement dans certaine capi on se retrouve seul a def, ou a attaquer, que ce passe t il dans se cas la ? free loot ?
sur le papier ca a l'air vraiment bien, maintenant ca va encore plus accentuer la pression pour avoir un addon parce qu'avec un patch comme ca, les grosses guildes seront toute full stuff royale en moins d'1 mois et qu'après ce stade là, y'aura absolument plus aucun objectif
le vrai point négatif que je vois c'est qu'apparemment on peut loot du royal même en défendant... plus vraiment d'intérêt à empêcher les moches de venir à IC.

Mais l'instance en elle même a l'air très bien... sur le papier

Je suis impatient de voir ça, mais méfiant aussi
__________________
GM SR
Guilde actuellement SJF
Citation :
lPlayers will be forcibly placed within a Warband upon entering a City instance equipped with an instance-specific chat channel.
Ca veut dire que tout le monde sera mélangé et plus de premade possible ?
en tout cas ils ont bossés c'est clair, maintenant comme vient de dire qq'un de ma guilde y'a trop de modif pour que y'ai pas 76569885 bug

edit jviens de capter en fait tu pourra tuer le roi en def de capitale aussi vu que le roi ennemi vient en attaque dans les capitale, du coup effectivement si le roi vient en defense, suffit d'attendre sagement dans sa capitale que le roi ennemi arrive pour le tuer
En effet sur le papier, nous connaissons que trop par cœur nos prises et défenses de capitale, cela nous laisse rêveur. Mais à appliquer...

Déjà leur système de champion, si le champion choisis par notre Lord est 34... Voila la galère
Citation :
Publié par Odessa Grimwood
sur le papier ca a l'air vraiment bien, maintenant ca va encore plus accentuer la pression pour avoir un addon parce qu'avec un patch comme ca, les grosses guildes seront toute full stuff royale en moins d'1 mois et qu'après ce stade là, y'aura absolument plus aucun objectif
C'est aussi mon avis... Je comprends pas ce qu'ils ont dans le crane.. D'un cote ils sortent des armes en bg qui rallongent la duree de vie artificiellement. Pas tres habile, mais bon...
Et de l'autre, il vont permettre de farm du royal comme on fait du pve LV...
Alors qu'il serait si simple de debloquer la limite de rp sans augmenter les rr, juste pour donner un os a ronger au rr80.
Citation :
Publié par Elkauch
Ca veut dire que tout le monde sera mélangé et plus de premade possible ?
Non, ça veut dire que si tu entres en solo, tu rentreras automatiquement dans une structure de 24 joueurs

Perso, ça me paraît top... Maintenant, comme le dit Odessa, ça risque d'être super buggy :/
J'attends de voir, mais je pense que ça a un certain potentiel !
Citation :
Publié par Belk
Non, ça veut dire que si tu entres en solo, tu rentreras automatiquement dans une structure de 24 joueurs
Un peu comme actuellement en BG ? Tu rentre et tu es groupé d'office avec 23 autres personnes ?
Citation :
City sieges will now be a 24 versus 24 battle.
Elle est loin l'époque ou ca whinait sec parcqu'il y avait des rumeurs de prise de capi à 48 vs 48. A tel point que Jeff Hickman s'était senti obligé d'intervenir pour dire que c'était que provisoire et qu'ils allaient augmenter le nombre.
Oui comme pour les scenars.

Apres ouai comme je disais a Ode tt a l'heure sur le /g, y a bcp trop de changement pour pas avoir 3M de bugs.

De plus, quel est l'interet pour le royaume qui def de def P1 et P2? je saisis pas tres bien...
Parce que si ils se touchent pendant ces 2 phases, ils ont acces au stuff souverain.
Si ils kick les envahisseurs en P1 ils ont acces au stuff enva et fini.

Doit surement me manquer une donnée

L'histoire des champions c'est pas mal aussi sur le papier, mais le coup du random choice, si il me sort le super combot de la mort Lion Blanc / Maitre des Epee / Guerrier Fantome / Archimage, on peut deco de suite quoi...
Parce que c'est plus la meme histoire si il me sort un Csf / Flamby / Tueur / PG.

Enfin bon, comme annoncé, c'est pas pour la 1.3.5, donc on a encore bcp de temps devant nous, et bcp de modif a venir j'en suis sur.
Citation :
Publié par Groquik
Oui comme pour les scenars.

Apres ouai comme je disais a Ode tt a l'heure sur le /g, y a bcp trop de changement pour pas avoir 3M de bugs.

De plus, quel est l'interet pour le royaume qui def de def P1 et P2? je saisis pas tres bien...
Parce que si ils se touchent pendant ces 2 phases, ils ont acces au stuff souverain.
Si ils kick les envahisseurs en P1 ils ont acces au stuff enva et fini.

Doit surement me manquer une donnée

...
ben pour moi quoi qu'il arrive le système fait 1 P1 puis 1 P2 puis 1 P3.

__________________
GM SR
Guilde actuellement SJF
Citation :
Publié par Groquik
De plus, quel est l'interet pour le royaume qui def de def P1 et P2? je saisis pas tres bien...
Parce que si ils se touchent pendant ces 2 phases, ils ont acces au stuff souverain.
Si ils kick les envahisseurs en P1 ils ont acces au stuff enva et fini.

Doit surement me manquer une donnée
Je pense comme a dit Psyko qu'il y aura quoi qu'il arrive 3 phases. Par exemple la condition pour gagner la première phase est :
- Détruire les portes du palais pour les attaquants
- Arriver à la fin du timer pour les défenseurs
Une fois une des deux conditions remplies, apparition du premier coffre, deux minutes de timer pour loot toussa et go phase 2, et ainsi de suite.
J'ai tout lu (si si ^^) et donc si je comprends bien, qu'on soit en def ou en attaque on lootera du souverain dans la dernière phase ? Donc 1 mois après la sortie du patch on est tous full Roy et on sabre le champagne, jeu/set et match fin du jeu ?

Plus qu'a camper les bivouacs, attendre les Capi en chain, def ou attaquer = plus aucune importance ?

J'suis p'être idiot mais j'trouve ce système un peu con
sauf que si tu avais vraiment tout lu , tu aurais vu que justement les afk bivouac ne seront pas trop possible en phase3 , vu que tout le " warband " se fait téléporter par son roi au meme endroit , et sans compter le système de QP basé sur la participation apparemment ...

| Contenu modéré par Inambour : Diffamation, vilain garçon ! |

sans compter les timers avant de pouvoir refaire une phase 1 2 et 3 en plus ... ( 68h pour la 3 )

sinon pour ma part , le systeme me plait bien , ca pourrait etre pas mal si les bugs ne sont pas trop au rendez vous
En tout cas cela toujours mieux que la P2 actuelle @pve.qp
Rien que l'histoire des 4 champions je trouve ça ultra sympa.

S'il pouvait faire la même en prise de fort, cela pourrait relancer l'intérêt d'une défense.

Bon ok ça n'empêchera pas les instances vides, les afk, les pu vs premade, etc. Mais c'est quand même autre chose (en tout cas sur le papier) que le truc bien lourd actuel.

Maintenant, on va effectivement se payer encore 9.999.999 bugs avec plein de nouveau bugs bien inédit auxquels on aurait jamais pensé... Mais ça on a l'habitude maintenant.
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